docs(runtime): close canonical action ownership

Record J5.1's exact Runtime selection, combat, and target-mode owner, its automated and connected acceptance evidence, rollback, and the J5.2 interaction-transaction boundary. Synchronize architecture, roadmap, milestones, issues, and agent handoff state.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 10:54:12 +02:00
parent b298f99f91
commit be73bccf5a
10 changed files with 206 additions and 17 deletions

View file

@ -224,7 +224,9 @@ src/
transaction/session-state owner
RuntimeCharacterState.cs -> coupled spellbook/local-player plus
character-option/run-jump owner
-> J3J4 complete; J5 movement/physics/interaction/combat active
RuntimeActionState.cs -> exact selection/combat/target-mode owner
InteractionState.cs -> presentation-free cursor-target mode state
-> J3J4 and J5.1 complete; J5.2 interaction transactions active
-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
@ -480,6 +482,15 @@ state. `RuntimeEntityRecord` deliberately still carries the canonical
Live `PhysicsDesc` effect fields replace Setup defaults on that same exact
sidecar; rebucketing never recreates it.
`RuntimeActionState` is the one action-state root. It constructs and owns the
exact `SelectionState`, `CombatState`, and presentation-free
`InteractionState` instances borrowed by direct/headless and graphical
consumers. App retained widgets, input controllers, plugins, session routing,
and `GameWindow` hold views or exact borrowed children; none may construct a
parallel production action owner. J5.2 moves the related use, appraisal,
pickup, and approach transaction lifetime into Runtime while preserving
retail's press-time ordering and ACE's authoritative completion.
`GpuWorldState` owns spatial buckets only and retains the exact projection key
through loaded/pending movement, landblock retirement/reload, origin recenter,
quiescence, and visibility transition delivery. Register, rebucket, withdraw,

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@ -474,10 +474,10 @@ useful ordering seam, but its ownership status is **partial**.
| Inbound/object-frame order | **Complete App orchestration** | `UpdateFrameOrchestrator` owns the complete typed host phase graph; `RetailInboundEventDispatcher`, `RetailLiveFrameCoordinator`, `LiveObjectFrameController`, `LiveSpatialPresentationReconciler`, streaming/input/teleport/player-mode/camera owners preserve the accepted order. `GameWindow.OnUpdate` is one profiler-scoped handoff (`e91f3102`). |
| World reveal | **Complete** | `WorldRevealCoordinator` owns login/portal readiness, generation quiescence, and the exact streaming destination reservation. Login auto-entry and portal completion close only their active generation; stale completion cannot clear its replacement. Delayed portals retain the authored tunnel and centered retail wait notice rather than force-revealing incomplete content. Quiesced destination projections may become spatially resident for renderer preparation while all availability-gated gameplay consumers stay closed. |
| Retained gameplay UI | **Mostly complete feature ownership** | `RetailUiRuntime` and focused panel/controllers own layout and behavior. `GameWindow.OnLoad` still performs substantial service composition, which is allowed until the final composition cleanup. |
| Selection/interaction | **Complete** | `WorldSelectionQuery` owns read-only picking/classification/range queries; `SelectionInteractionController` owns selection intent, Use/PickUp transport, exact-incarnation queues, and auto-walk deferral; `ItemInteractionController` owns ItemHolder policy plus the shared retail inventory-request transaction. `GameWindow` retains construction and narrow lifecycle forwarding only. |
| Selection/interaction | **J5.1 complete; J5.2 active** | Runtime `RuntimeActionState` owns the exact selection, combat, and presentation-free target-mode children. App `WorldSelectionQuery` remains a graphical read-only picker; App interaction controllers currently retain use/appraisal/pickup/approach transaction policy until J5.2 moves that lifetime behind Runtime commands and views without changing retail press-time behavior. |
| Landblock presentation | **Complete** | `LandblockBuildFactory` owns the captured-origin DAT transaction; concrete render/physics/DAT-static publishers and `LandblockPresentationPipeline` own typed-meter publication and exact retryable retirement. `StreamingController` owns stable destination/control/unload/Near/Far queues and destination reservation. CPU mesh-cache restaging requires an exact live owner. `StreamingOriginRecenterCoordinator` serializes old-window retirement with teleport/session origin lifetimes. `GameWindow` retains construction and one pipeline field only (`c79d0a49`, closeout `4a205a3e`; Slice E closeout `91e82c3c`). |
| Render-frame orchestration | **Complete** | `RenderFrameOrchestrator` owns the GPU-flight, resource, world/PView/shared-alpha, private-presentation, diagnostics, screenshot, and recovery graph. `GameWindow.OnRender` takes one logical window-size snapshot and performs one immutable handoff (`9d7df1bf`). |
| Unified `GameEntity` | **Slice J active at J5** | Canonical identity, retained-object lifetime, direct views, ordered entity/object deltas, and J4 gameplay state share failure-safe Runtime owners while exact graphical sidecars stay in App. J5J7 move movement/physics/interaction/combat and world authority before one Runtime composition root. |
| Unified `GameEntity` | **Slice J active at J5.2** | Canonical identity, retained-object lifetime, direct views, ordered entity/object deltas, J4 gameplay state, and J5.1 action state share failure-safe Runtime owners while exact graphical sidecars stay in App. J5.2J7 move interaction transactions, movement/physics/combat, and world authority before one Runtime composition root. |
### 4.3 Revised extraction sequence